Video game and method of play

ABSTRACT

Systems and methods provide for a player to determine the feelings and state of mind of a virtual patient via the types of defensive answers, or defenses, the patient provides to the player. On the basis of the defenses given by the patient, the player further challenges the patient by asking additional focus questions and determines which additional defenses are provided by the patient. Points are granted to the player for the successful determination of the player&#39;s true feelings and/or state of mind.

This application claims priority from U.S. Provisional Patent Application No. 61/006,708, filed on Jan. 28, 2008, and titled “Video Game Display and Method of Play,” which is hereby incorporated by reference in its entirety.

1. FIELD OF THE INVENTION

The present invention is directed to a video game and a method of playing the video game for providing entertainment and facilitating understanding of human behavior.

2. DESCRIPTION OF RELATED ART

In the recent past, gaming machines have become increasingly sophisticated. These video/electronic gaming advancements enable the operation of more complex interactive games that would not otherwise be possible on mechanical-driven wagering machines. More recently, multiple game platforms have been developed that provide access to multiple electronic games through a single stand alone gaming machine. A game selection menu may be provided on the video display that offers the patron the choice of at least two video/electronic games. The gaming patron, thus, may select a game or activity of their choice. Not only have the play of the games increased in sophistication, but so have many other aspects of the games such as the methodologies and schemes employed, and the graphical presentations of the games. Collectively, these features have generally increased player interest.

Another technique employed to increase player interest, as well as to distinguish a gaming establishments video games from those of their competitors, has been to customize the hardware and firmware for video gaming machines. Forms of customized screen presentations may include special attraction modes of aspects of a game that are unique to a particular gaming establishment.

Other applications of video games relate to the field of interactive video games wherein the game comprises computer generated images from an electronic device displayed on a television monitor and that relates to amusement and information systems that use a form of learning feedback, subliminal messages, stress reduction and knowledge developed during play of the game to facilitate rapid gaining of new knowledge and new ways of performing functions traditionally performed via interpersonal interaction.

While these graphical customization techniques foster recognition of the video games and some degree of learning, they generally lack the ability to provide customized interaction in the form of questions and answers for the purpose of performing therapy.

SUMMARY OF THE INVENTION

In light of the above described problems and unmet needs, various aspects of this invention include methods and systems to allow a user to experience a form of therapy via the interactive use of a computer, wherein the interaction between the user and the computer is guided by an interactive software.

According to various aspects of the current invention, a player or other user (hereinafter interchangeably referred to as “player”) may determine which defensive answers, or defenses, a virtual patient or a real patient (or similar user, hereinafter interchangeably referred to as “patient”) may give to answer questions. On the basis of the answers given by the patient, the player may further challenge the patient by asking additional focus questions and determining which defenses or answers are given by the patient to these focus questions. During each session, the player may make an interpretation of the patient's feelings and/or state of mind on the basis of the defenses and answers provided by the patient.

Additional advantages and novel features of these aspects of the invention will be set forth in part in the description that follows, and in part will become more apparent to those skilled in the art upon examination of the following or upon learning by practice of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1-14 illustrate various exemplary aspects of interactive interface screens;

FIG. 15 is a flow chart illustrating a method of interactive video play according to various aspects of the current invention;

FIGS. 16 and 17 are flow charts illustrating various methods of interactive video play according to various aspects of the current invention;

FIG. 18 presents an exemplary system diagram of various hardware components and other features, for use in accordance with an aspect of the present invention; and

FIG. 19 is a block diagram of various exemplary system components, in accordance with an aspect of the present invention.

DETAILED DESCRIPTION OF PREFERRED ASPECTS

These and other features and advantages of this invention are described in, or are apparent from, the following detailed description of various exemplary aspects.

FIGS. 1-14 illustrate various exemplary aspects of interactive interface screens. The various screens illustrated in FIGS. 1-14 may include a loading screen, a home screen, a sign in screen a features screen. Among the game screens illustrated in FIGS. 1-14, there may be introduction screens, defense screen, focus screen, interpretation screen, patient history screen, reference guide screens, credits screens, score screens, and the like, as will be discussed further below.

According to various aspects of the current invention, a patient's feelings or state of mind may be related to various contexts. For example, these contexts may be Relationships, Personality, Career, Intellectual Quotient (IQ), and Analysis.

According to various aspects of the current invention, the Relationships contexts may revolve around friends and romance. For example, a Friendship quiz may revolve around the questions “How well do you know me?” This aspects may be played by multiple players. A Relationship quiz may revolve around the questions “Is he/she my ideal mate?” The quiz may also include couples test with self-disclosure attempting to answer the question “Are you too possessive?”, “How happy are you in your relationship?”, “Ready to make a commitment?” and “Are we compatible?”.

According to various aspects of the current invention, the Personality contexts may revolve around personality tests, color tests, word or image association tests, and/or communication styles, for example.

According to various aspects of the current invention, the IQ contexts may revolve around an IQ test, an aptitude test, and a motivation test.

According to various aspects of the current invention, the Career contexts may revolve around determining a leadership style, evaluating technical skills, determining the right job for the player, and answering the question “Are you a workaholic?”, for example.

According to various aspects of the current invention, the Analysis contexts may revolve around the types of defenses used by the patient when challenged with questions. In this case, it should be noted that the patient may be the player him/herself.

According to various aspects of the current invention, the various tests and quizzes may be administered via user interfaces, such as various screens as illustrated in FIGS. 1-14.

FIG. 15 is a flow chart illustrating an exemplary method of interactive video play according to various aspects of the current invention. According to various aspects of the current invention, a player may be given a number of points, and may interact with a virtual patient, for example. The exemplary method of FIG. 15 starts at S1, where a virtual patient provides a defensive statement, or defense, in order to avoid revealing the virtual patient's true feelings. The method continues to S2, where a number of defensive statements appear on the screen, one of which is the defense provided by the patient. The method then continues to S3, where the player may choose one of the defensive answers, or defenses, from the list. The defenses may be represented on the screen via defensive icons. It should be noted that a player may choose several defenses. In S4, a determination is made about whether the player has picked a correct defense or not.

According to various aspects of the current invention, if the player has picked an incorrect defense, which is a wrong choice, then the player may lose points. In this case, a graphic interface or icon illustrating a confused face may appear on the screen. The player may also be told via a recorded voice that the defense provided is incorrect. The method then continues to S5, where the number of points remaining to the player are calculated, or tabulated. If there are points remaining to the player, then the method continues to step S6, where the player is allowed to select one or more other defenses. If the player no longer has points, then the game or scenario may be over.

On the other hand, if the player provides a correct defense during S4, then the player may gain additional points and the player's new score may be calculated, or tabulated, in S8. In S9, the virtual patient may then admit to using that defense or admit to an emotion as a result of the player choosing the right defense. The method then continues to S10, where additional questions that are more focused are provided to the player. For example, there may be a set of additional questions appearing on the screen for the player to choose from. The more focused questions may be questions that are more specific to the answer provided by the player. For example, if the answer to the question “how do you feel” is “I think I am depressed,” then a more specific question is provided to the player such as “You say you ‘think’ you are depressed. You are or your are not?” The method then continues to S11, where the player has to pick one or more of the displayed focus questions. A determination is then made in S12 whether the picked focus question is correct. If the picked focus question is correct in S12, then the method continues to S13, where the player may be given additional points and a score for the player may be tabulated, or scored. Once the player's score is calculated, then the method continues to S14, where the game continues.

According to various aspects of the current invention, if the player has picked a wrong focus question, as is determined in S12, then the method continues to S15, where a determination of whether any points are remaining to the player. If the player has remaining points, then the method continues to S16, where the player has at least one opportunity to select another focus question. On the other hand, if the player no longer has any points in S15, then the method continues to S17, where the player can no longer play, and the game is over.

FIGS. 16 and 17 are flow charts illustrating various methods of interactive video play according to various aspects of the current invention.

Embodiments of the present invention may be implemented using hardware, software, or a combination thereof and may be implemented in one or more computer systems or other processing systems. In one aspect, the invention is directed toward one or more computer systems capable of carrying out the functionality described herein. An example of such a computer system 900 is shown in FIG. 15.

Computer system 900 includes one or more processors, such as processor 904. The processor 904 is connected to a communication infrastructure 906 (e.g., a communications bus, cross-over bar, or network). Various software aspects are described in terms of this exemplary computer system. After reading this description, it will become apparent to a person skilled in the relevant art(s) how to implement the invention using other computer systems and/or architectures.

Computer system 900 can include a display interface 902 that forwards graphics, text, and other data from the communication infrastructure 906 (or from a frame buffer not shown) for display on a display unit 930. Computer system 900 also includes a main memory 908, preferably random access memory (RAM), and may also include a secondary memory 910. The secondary memory 910 may include, for example, a hard disk drive 912 and/or a removable storage drive 914, representing a floppy disk drive, a magnetic tape drive, an optical disk drive, etc. The removable storage drive 914 reads from and/or writes to a removable storage unit 918 in a well-known manner. Removable storage unit 918, represents a floppy disk, magnetic tape, optical disk, etc., which is read by and written to removable storage drive 914. As will be appreciated, the removable storage unit 918 includes a computer usable storage medium having stored therein computer software and/or data.

In alternative aspects, secondary memory 910 may include other similar devices for allowing computer programs or other instructions to be loaded into computer system 900. Such devices may include, for example, a removable storage unit 922 and an interface 920. Examples of such may include a program cartridge and cartridge interface (such as that found in video game devices), a removable memory chip (such as an erasable programmable read only memory (EPROM), or programmable read only memory (PROM)) and associated socket, and other removable storage units 922 and interfaces 920, which allow software and data to be transferred from the removable storage unit 922 to computer system 900.

Computer system 900 may also include a communications interface 924. Communications interface 924 allows software and data to be transferred between computer system 900 and external devices. Examples of communications interface 924 may include a modem, a network interface (such as an Ethernet card), a communications port, a Personal Computer Memory Card International Association (PCMCIA) slot and card, etc. Software and data transferred via communications interface 924 are in the form of signals 928, which may be electronic, electromagnetic, optical or other signals capable of being received by communications interface 924. These signals 928 are provided to communications interface 924 via a communications path (e.g., channel) 926. This path 926 carries signals 928 and may be implemented using wire or cable, fiber optics, a telephone line, a cellular link, a radio frequency (RF) link and/or other communications channels. In this document, the terms “computer program medium” and “computer usable medium” are used to refer generally to media such as a removable storage drive 980, a hard disk installed in hard disk drive 970, and signals 928. These computer program products provide software to the computer system 900. The invention is directed to such computer program products.

Computer programs (also referred to as computer control logic) are stored in main memory 908 and/or secondary memory 910. Computer programs may also be received via communications interface 924. Such computer programs, when executed, enable the computer system 900 to perform the features of the present invention, as discussed herein. In particular, the computer programs, when executed, enable the processor 910 to perform the features of the present invention. Accordingly, such computer programs represent controllers of the computer system 900.

In an aspect where the invention is implemented using software, the software may be stored in a computer program product and loaded into computer system 900 using removable storage drive 914, hard drive 912, or communications interface 920. The control logic (software), when executed by the processor 904, causes the processor 904 to perform the functions of the invention as described herein. In another aspect, the invention is implemented primarily in hardware using, for example, hardware components, such as application specific integrated circuits (ASICs). Implementation of the hardware state machine so as to perform the functions described herein will be apparent to persons skilled in the relevant art(s).

In yet another aspect, the invention is implemented using a combination of both hardware and software.

FIG. 19 shows a communication system 1000 usable in accordance with the present invention. The communication system 1000 includes one or more accessors 1060, 1062 (also referred to interchangeably herein as one or more “users”) and one or more terminals 1042, 1066. In one aspect, data for use in accordance with the present invention is, for example, input and/or accessed by accessors 1060, 1064 via terminals 1042, 1066, such as personal computers (PCs), minicomputers, mainframe computers, microcomputers, telephonic devices, or wireless devices, such as personal digital assistants (“PDAs”) or a hand-held wireless devices coupled to a server 1043, such as a PC, minicomputer, mainframe computer, microcomputer, or other device having a processor and a repository for data and/or connection to a repository for data, via, for example, a network 1044, such as the Internet or an intranet, and couplings 1045, 1046, 1064. The couplings 1045, 1046, 1064 include, for example, wired, wireless, or fiberoptic links. In another aspect, the method and system of the present invention operate in a stand-alone environment, such as on a single terminal.

While this invention has been described in conjunction with the exemplary aspects outlined above, various alternatives, modifications, variations, improvements, and/or substantial equivalents, whether known or that are or may be presently unforeseen, may become apparent to those having at least ordinary skill in the art. Accordingly, the exemplary aspects of the invention, as set forth above, are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention. Therefore, the invention is intended to embrace all known or later-developed alternatives, modifications, variations, improvements, and/or substantial equivalents. 

1. A method for determining a state of mind of a virtual patient via a processor or device, the method comprising: providing a starting score to a player; providing a set of possible defenses to the player; receiving the player's choice of one or more of the defenses; calculating a first score on the basis of a determination of whether the player's choice of the one or more defenses is correct; providing the player with a plurality of focus questions; receiving the player's choice of one or more of the focus questions; and calculating a second score on the basis of a determination of whether the player's choice of the one or more focus questions is correct.
 2. The method of claim 1, wherein calculating the first score comprises increasing the starting score by one or more increments when the player's choice of the defense is correct and subtracting the starting score by one or more increments when the player's choice of the defense is incorrect.
 3. The method of claim 1, wherein calculating the second score comprises increasing the first score by one or more increments when the player's choice of the one or more focus questions is correct and subtracting the first score by one or more increments when the player's choice of the one or more focus questions is incorrect.
 4. The method of claim 1, wherein the player's choice of one or more defenses and the player's choice of one or more correct focus questions are received only when the first score and the second score are greater than zero.
 5. A system for determining a state of mind of a virtual patient, the system comprising: means for providing a starting score to a player; means for providing a set of possible defenses to the player; means for receiving the player's choice of one or more of the defenses; means for calculating a first score on the basis of a determination of whether the player's choice of the defense is correct; means for providing the player with a plurality of focus questions; means for receiving the player's choice of one or more focus questions; and means for calculating a second score on the basis of a determination of whether the player's choice of the one or more focus questions is correct.
 6. A system for determining a state of mind of a virtual patient, the system comprising: a processor; a user interface functioning via the processor; and a repository accessible by the processor; wherein a starting score is provided to a player; a set of possible defenses are provided to the player; the player's choice of one or more of the defenses is received; a first score is calculated on the basis of a determination of whether the player's choice of the one or more defenses is correct; the player is provided with a plurality of focus questions; the player's choice of one or more of the focus questions is received; and a second score is calculated on the basis of a determination of whether the player's choice of the one or more focus questions is correct.
 7. The system of claim 6, wherein the processor is housed on a terminal.
 8. The system of claim 7, wherein the terminal is selected from a group consisting of a personal computer, a minicomputer, a main frame computer, a microcomputer, a hand held device, and a telephonic device.
 9. The system of claim 6, wherein the processor is housed on a server.
 10. The system of claim 9, wherein the server is selected from a group consisting of a personal computer, a minicomputer, a microcomputer, and a main frame computer.
 11. The system of claim 9, wherein the server is coupled to a network.
 12. The system of claim 11, wherein the network is the Internet.
 13. The system of claim 11, wherein the server is coupled to the network via a coupling.
 14. The system of claim 13, wherein the coupling is selected from a group consisting of a wired connection, a wireless connection, and a fiberoptic connection.
 15. The system of claim 6, wherein the repository is housed on a server.
 16. The system of claim 15, wherein the server is coupled to a network.
 17. A computer program product comprising a computer usable medium having control logic stored therein for causing a computer to exchange user-generated community information, the control logic comprising: first computer readable program code means for providing a starting score to a player; second computer readable program code means for providing a set of possible defenses to the player; third computer readable program code means for receiving the player's choice of one or more of the defenses; fourth computer readable program code means for calculating a first score on the basis of a determination of whether the player's choice of the one or more defenses is correct; fifth computer readable program code means for providing the player with a plurality of focus questions; sixth computer readable program code means for receiving the player's choice of one or more of the focus questions; and seventh computer readable program code means for calculating a second score on the basis of a determination of whether the player's choice of the one or more focus questions is correct. 